Difference between revisions of "Armor"
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+ | [[File:UnfinishedTechArmor.png|right|thumb|Unfinished piece of armor]] | ||
{{About|the apparel type|the protective effect of apparel|Apparel#Protection{{!}}here}} | {{About|the apparel type|the protective effect of apparel|Apparel#Protection{{!}}here}} | ||
'''Armor''' is a subcategory and type of [[apparel]] that generally offers good protection from damage, poor insulation and, in some cases, [[move speed]] penalties. | '''Armor''' is a subcategory and type of [[apparel]] that generally offers good protection from damage, poor insulation and, in some cases, [[move speed]] penalties. | ||
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All apparel functions in the same way mechanically. [[Clothing]] and Armor primarily differ only in their categorization and a tendency to prioritize either damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel. | All apparel functions in the same way mechanically. [[Clothing]] and Armor primarily differ only in their categorization and a tendency to prioritize either damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel. | ||
− | == | + | == Apparel layers == |
− | {{: | + | {{:Apparel layers}} |
− | == Comparison | + | == Comparison tables == |
− | + | Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. | |
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+ | As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together. | ||
+ | |||
+ | The hands and feet, across all layers, are NOT covered by any apparel present in base game. | ||
+ | |||
+ | Since some armor covers multiple layers, they are present in multiple tables as well. | ||
+ | |||
+ | === Headgear === | ||
+ | {{Apparel Table | type=Armor | layer=Headgear}} | ||
+ | |||
+ | === Skin === | ||
+ | {{Apparel Table | type=Armor | layer=Skin}} | ||
+ | |||
+ | === Middle === | ||
+ | {{Apparel Table | type=Armor | layer=Middle}} | ||
+ | |||
+ | === Outer === | ||
+ | {{Apparel Table | type=Armor | layer=Outer}} | ||
+ | |||
+ | === Internal === | ||
+ | {{Apparel Table | type=Body Parts | layer=Internal}} | ||
+ | |||
+ | {{nav|clothing|wide}} | ||
[[Category:Apparel]] | [[Category:Apparel]] | ||
− |
Latest revision as of 13:40, 3 December 2022
|
Armor is a subcategory and type of apparel that generally offers good protection from damage, poor insulation and, in some cases, move speed penalties.
All apparel functions in the same way mechanically. Clothing and Armor primarily differ only in their categorization and a tendency to prioritize either damage or environmental protection respectively. Therefore, see Apparel for details on the mechanics common to all types of apparel.
Apparel layers[edit]
Each item of apparel or utility gear is worn on a specific location of the wearer's body. That location is determined by two things:
- The body part groups it covers.
- The layer or layers it occupies.
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.
Layers are also used to determine the order in which armor calculations are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers.
The layers, from innermost to outermost, are:
- Skin: The closest layer to the body, and mostly used for apparel below the head.
- Middle: The second closest layer to the body, and mostly used for apparel below the head.
- Outer: The third layer from the body, and mostly used for apparel below the head. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects.
- Belt: Technically the fourth layer. A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other.
- Headgear: The fifth layer, and used for headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them.
- Eyes: The outermost layer. A distinct layer only used for the blindfold to allow it to be worn alongside headwear.
Which body parts currently have items that occupy each of the layers is shown in the table on the below; layers and body parts which are not currently used by gear were omitted. As such, the hands and feet which are not covered by any apparel or any layer, are omitted.
Examples[edit]
- You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.
- You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.
- You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.
Comparison tables[edit]
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, flak pants and the flak vest which both occupy the middle layer do not cover the same body parts, and thus can be worn together.
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
Since some armor covers multiple layers, they are present in multiple tables as well.
Headgear[edit]
Name | Armor - Sharp | Armor - Blunt | Armor - Heat | HP | Coverage | Insulation - Cold | Insulation - Heat | Special Properties | Research requirement | Work to Make | Material Cost | Base Market Value | Value/Work | Value/Material | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flak helmet | ×70% | ×70% | ×70% | 120 | Head, Left Ear, Right Ear | 15% | 0% | – | Flak armor | 8,000 ticks (2.22 mins) | 40 (Metallic, 400 for SMVs), 2, 10 | 220 | 0.028 | 5.5 | |
Marine helmet | 106% | 45% | 54% | 160 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | – | Marine armor | 21,000 ticks (5.83 mins) | 40, 1 | 635 | 0.03 | 15.88 | |
Recon helmet | 92% | 40% | 46% | 120 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | – | Recon armor | 15,750 ticks (4.38 mins) | 30, 1 | 525 | 0.033 | 17.5 | |
Simple helmet | ×50% | ×50% | ×50% | 100 | Head, Left Ear, Right Ear | 15% | 0% | – | Smithing | 3,200 ticks (53.33 secs) | 40 (Metallic, 400 for SMVs) | 56 | 0.018 | 1.4 | |
Integrator headset | 0% | 0% | 0% | 120 | Head, Left Ear, Right Ear | -0 °C (0 °F) | +0 °C (0 °F) | +9 Bandwidth | High mechtech | 15,750 ticks (4.38 mins) | 50, 4, 4, 1 | 2435 | 0.155 | 48.7 | |
Kid helmet | ×50% | ×50% | ×50% | 60 | Head, Left Ear, Right Ear | 15% | 0% | – | Smithing | 2,000 ticks (33.33 secs) | 20 (Metallic, 200 for SMVs) | 29 | 0.015 | 1.45 | |
Mechcommander helmet | 69% | 30% | 34.5% | 150 | Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw | -3 °C (5.4 °F) | +1.5 °C (2.7 °F) | +6 Bandwidth | Standard mechtech | 15,750 ticks (4.38 mins) | 60, 6, 1 | 1290 | 0.082 | 21.5 | |
Mechlord helmet | 92% | 40% | 46% | 240 | Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | +12 Bandwidth −5 Shooting accuracy −0.5 Melee hit chance |
Ultra mechtech | 15,750 ticks (4.38 mins) | 120, 6, 2 | 5335 | 0.339 | 44.46 | |
Cataphract helmet | 120% | 50% | 60% | 180 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | – | Cataphract armor | 26,250 ticks (7.29 mins) | 50, 1 | 745 | 0.028 | 14.9 | |
Gunlink | 0% | 0% | 0% | 100 | Head, Left Ear, Right Ear | -0 °C (0 °F) | +0 °C (0 °F) | +3 Shooting accuracy | Gunlink | 15,750 ticks (4.38 mins) | 10, 1 | 345 | 0.022 | 34.5 | |
Prestige cataphract helmet | 120% | 50% | 60% | 180 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Cataphract armor | 52,500 ticks (14.58 mins) | 75, 1, 90 | 1155 | 0.022 | 15.4 | |
Prestige marine helmet | 106% | 45% | 54% | 160 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Marine armor | 42,000 ticks (11.67 mins) | 50, 1, 50 | 850 | 0.02 | 17 | |
Prestige recon helmet | 92% | 40% | 46% | 120 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Recon armor | 15,750 ticks (4.38 mins) | 40, 1, 40 | 715 | 0.045 | 17.88 |
Skin[edit]
Name | Armor - Sharp | Armor - Blunt | Armor - Heat | HP | Coverage | Insulation - Cold | Insulation - Heat | Special Properties | Research requirement | Work to Make | Material Cost | Base Market Value | Value/Work | Value/Material | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flak pants | 40% | 8% | 10% | 140 | Left Leg, Right Leg | -3.5 °C (6.3 °F) | +1 °C (1.8 °F) | −0.12 c/s Move speed | Flak armor | 9,000 ticks (2.5 mins) | 60, 30, 1 | 225 | 0.025 | 3.75 |
Middle[edit]
Name | Armor - Sharp | Armor - Blunt | Armor - Heat | HP | Coverage | Insulation - Cold | Insulation - Heat | Special Properties | Research requirement | Work to Make | Material Cost | Base Market Value | Value/Work | Value/Material | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flak pants | 40% | 8% | 10% | 140 | Left Leg, Right Leg | -3.5 °C (6.3 °F) | +1 °C (1.8 °F) | −0.12 c/s Move speed | Flak armor | 9,000 ticks (2.5 mins) | 60, 30, 1 | 225 | 0.025 | 3.75 | |
Flak vest | 100% | 36% | 27% | 200 | Torso, Neck, Left Shoulder, Right Shoulder | -1 °C (1.8 °F) | +0 °C (0 °F) | −0.12 c/s Move speed | Flak armor | 9,000 ticks (2.5 mins) | 60, 30, 1 | 225 | 0.025 | 3.75 | |
Marine armor | 106% | 45% | 54% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed | Marine armor | 60,000 ticks (16.67 mins) | 100, 20, 4 | 2035 | 0.034 | 20.35 | |
Plate armor | ×73% | ×73% | ×73% | 290 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 100% | 0% | −0.8 c/s Move speed | Plate armor | 38,000 ticks (10.56 mins) | 170 (Metallic/Woody, 1700 for SMVs) | 300 | 0.008 | 1.76 | |
Recon armor | 92% | 40% | 46% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | – | Recon armor | 45,000 ticks (12.5 mins) | 80, 10, 3 | 1540 | 0.034 | 19.25 | |
Mechlord suit | 92% | 40% | 46% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | +12 Bandwidth −5 Shooting accuracy −0.5 Melee hit chance |
Ultra mechtech | 60,000 ticks (16.67 mins) | 120, 8, 2, 1 | 6895 | 0.115 | 57.46 | |
Cataphract armor | 120% | 50% | 60% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +12 °C (21.6 °F) | −0.8 c/s Move speed | Cataphract armor | 75,000 ticks (20.83 mins) | 150, 50, 6 | 3120 | 0.042 | 20.8 | |
Grenadier armor | 101% | 40% | 49% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed, built-in frag grenade launcher |
Marine armor | 60,000 ticks (16.67 mins) | 100, 20, 4, 75, 4 | 2305 | 0.038 | 23.05 | |
Locust armor | 87% | 35% | 41% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | built-in burst rocket | Jump packs, Recon armor | 45,000 ticks (12.5 mins) | 120, 10, 3, 3, 100 | 2230 | 0.05 | 18.58 | |
Phoenix armor | 115% | 45% | 75% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +100 °C (180 °F) | −0.8 c/s Move speed, −68% Flammability, built-in flamebolt launcher |
Cataphract armor | 75,000 ticks (20.83 mins) | 150, 50, 6, 75, 4, 40 | 3480 | 0.046 | 23.2 | |
Prestige cataphract armor | 120% | 50% | 60% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +12 °C (21.6 °F) | −0.8 c/s Move speed, +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Cataphract armor | 150,000 ticks (41.67 mins) | 190, 50, 6, 180 | 3930 | 0.026 | 20.68 | |
Prestige marine armor | 106% | 45% | 54% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed, +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Marine armor | 120,000 ticks (33.33 mins) | 120, 20, 4, 100 | 2530 | 0.021 | 21.08 | |
Prestige recon armor | 92% | 40% | 46% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Recon armor | 90,000 ticks (25 mins) | 100, 10, 3, 90 | 1975 | 0.022 | 19.75 |
Outer[edit]
Name | Armor - Sharp | Armor - Blunt | Armor - Heat | HP | Coverage | Insulation - Cold | Insulation - Heat | Special Properties | Research requirement | Work to Make | Material Cost | Base Market Value | Value/Work | Value/Material | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flak jacket | 40% | 8% | 10% | 260 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | -14.4 °C (25.9 °F) | +3 °C (5.4 °F) | −0.12 c/s Move speed | Flak armor | 14,000 ticks (3.89 mins) | 70, 50, 1 | 290 | 0.021 | 4.14 | |
Marine armor | 106% | 45% | 54% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed | Marine armor | 60,000 ticks (16.67 mins) | 100, 20, 4 | 2035 | 0.034 | 20.35 | |
Plate armor | ×73% | ×73% | ×73% | 290 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 100% | 0% | −0.8 c/s Move speed | Plate armor | 38,000 ticks (10.56 mins) | 170 (Metallic/Woody, 1700 for SMVs) | 300 | 0.008 | 1.76 | |
Recon armor | 92% | 40% | 46% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | – | Recon armor | 45,000 ticks (12.5 mins) | 80, 10, 3 | 1540 | 0.034 | 19.25 | |
Mechlord suit | 92% | 40% | 46% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | +12 Bandwidth −5 Shooting accuracy −0.5 Melee hit chance |
Ultra mechtech | 60,000 ticks (16.67 mins) | 120, 8, 2, 1 | 6895 | 0.115 | 57.46 | |
Cataphract armor | 120% | 50% | 60% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +12 °C (21.6 °F) | −0.8 c/s Move speed | Cataphract armor | 75,000 ticks (20.83 mins) | 150, 50, 6 | 3120 | 0.042 | 20.8 | |
Grenadier armor | 101% | 40% | 49% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed, built-in frag grenade launcher |
Marine armor | 60,000 ticks (16.67 mins) | 100, 20, 4, 75, 4 | 2305 | 0.038 | 23.05 | |
Locust armor | 87% | 35% | 41% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | built-in burst rocket | Jump packs, Recon armor | 45,000 ticks (12.5 mins) | 120, 10, 3, 3, 100 | 2230 | 0.05 | 18.58 | |
Phoenix armor | 115% | 45% | 75% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +100 °C (180 °F) | −0.8 c/s Move speed, −68% Flammability, built-in flamebolt launcher |
Cataphract armor | 75,000 ticks (20.83 mins) | 150, 50, 6, 75, 4, 40 | 3480 | 0.046 | 23.2 | |
Prestige cataphract armor | 120% | 50% | 60% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +12 °C (21.6 °F) | −0.8 c/s Move speed, +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Cataphract armor | 150,000 ticks (41.67 mins) | 190, 50, 6, 180 | 3930 | 0.026 | 20.68 | |
Prestige marine armor | 106% | 45% | 54% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed, +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Marine armor | 120,000 ticks (33.33 mins) | 120, 20, 4, 100 | 2530 | 0.021 | 21.08 | |
Prestige recon armor | 92% | 40% | 46% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Recon armor | 90,000 ticks (25 mins) | 100, 10, 3, 90 | 1975 | 0.022 | 19.75 |
Internal[edit]
Name | Armor - Sharp | Armor - Blunt | Armor - Heat | HP | Coverage | Insulation - Cold | Insulation - Heat | Special Properties | Research requirement | Work to Make | Material Cost | Base Market Value | Value/Work | Value/Material | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Armorskin gland | 52% | 20% | 40% | – | Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes | – | – | ×90% Moving, −1 Beauty |
Skin hardening | 26,000 ticks (7.22 mins) | 20, 6 | 1475 | 0.057 | 73.75 | |
Stoneskin gland | 70% | 30% | 50% | – | Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes | – | – | ×85% Moving, −2 Beauty |
Skin hardening | 26,000 ticks (7.22 mins) | 25, 8 | 1920 | 0.074 | 76.8 | |
Toughskin gland | 35% | 10% | 30% | – | Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes | – | – | ×95% Moving | Skin hardening | 26,000 ticks (7.22 mins) | 15, 4 | 1030 | 0.04 | 68.67 |